Topped with a golden, flaky pie dough, this hearty meal is perfect Easter dinner. Irish Stout Beer Braised Lamb Pie - This savory pie is loaded with tender braised lamb, potatoes, root vegetables and herbs in a rich, flavorful gravy.A beautiful roasted leg of lamb that's perfect for your Easter table. Roasted Boneless Leg of Lamb - Tender, juicy this recipe requires just 15 minutes of prep and less than 2 hours of roasting time.Roasted Raspberry Ham Recipe - If you want a unique, flavorful, easy-to-make ham recipe, this is it! This delicious raspberry ham recipe will quickly become a family favorite.Slow cooker spiral ham - The ham slow cooks during your busy day and comes out with great flavor thanks to the tasty honey mustard ham glaze.Whether it is a roast lamb or a classic ham one of these main dishes is shore to be the hit of your Easter menu. Set your holiday table with these delicious easter dinner recipes. Chipped beef cheese ball - my favorite appetizer recipe to serve while waiting for guests to arrive.Bisquick® sausage cheese balls - 3 ingredients and the first batch is ready to serve in 30 minutes.Warm Seasoned Olives - jarred olives, olive oil, rosemary, garlic, and aromatics.Cream cheese sausage balls - tender and delicious appetizer, perfect for an Easter appetizer.Fried goat cheese - an easy appetizer, a delicious topping to a salad.Homemade salmon lox - 6 simple ingredients and tastes better than any store-bought cured salmon lox!.Pineapple cheese ball - vintage recipe from my childhood.Serve with whipped butter or cinnamon brown sugar butter from my compound butters collection.Ĭhoose from these Easter appetizer recipes to serve your family and guests as the rest of the Easter meal is being prepared. Paska Bread - We make this traditional Ukrainian Easter bread recipe every Easter holiday and use any leftovers to make the most delicious french toast.It’s layered with so much flavor and you can make it ahead of time, too. Ham and Cheese Brunch Bake - This Sherry, Ham and Cheese Brunch Bake is an easy main dish for brunch.Smoked Bacon Wrapped Asparagus (Whole30 Paleo) - makes an easy and delicious side dish or brunch recipe! With little prep, these bundles will be on your table in no time!.Serve with a sous vide egg and sous vide hollandaise sauce. It is a delicious alternative to a classic eggs Benedict. Rosti Eggs Benny - absolutely mouthwatering and perfect for a special brunch.Spiced, soy sauce marinated eggs, filled with a creamy yolk filling and dripping with umami flavor.
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This past week, we were excited to have Hilary Nelson, our sales manager for Vibia, visit us and meet with many of our design firms so that they can see the endless possibilities for Plusminus. Winning many accolades for this inimitable design, Plusminus received the Interior Design Magazine’s Best of the Year Award for architectural lighting. Exuding timeless elegance, the ribbon both delineates and enhances space, forming an abstract linear architecture that hosts an array of tailored lighting configurations. Find all the information for Illuminations on MerchantCircle. Plusminus is a hybrid: merging materiality and light, it acts as both a striking aesthetic feature and a cutting-edge creative toolkit. Illuminations AND THEN THERE WAS LIGHT We pride ourselves in our excellent customer service and extensive selection of decorative lighting fixtures including chandeliers, ceiling fans, exterior lighting, wall sconces, recessed lighting, and so much more. The ribbon conducts electricity and fastens like a belt – this pioneering technology harnesses both functionality and beauty in a single groundbreaking concept. It is both essential and avant-garde a versatile lighting system with a conductive textile ribbon that allows for the free positioning of multiple luminaires and the intuitive creation of unique light solutions. Illuminations is an incomplete suite of prose poems by the French poet Arthur Rimbaud, first published partially in La Vogue fr, a Paris literary review, in MayJune 1886. We are elated to introduce Vibia’s new lighting system, Plusminus. And you know that Isabelle can blow darts into two guards to spiritually connect them so that when McCoy shoots one with his Colt Buntline, both guards will drop. You know that when Cooper tosses a coin behind that thug, he's going to turn around for just long enough to allow Hector to slip past. It works because enemy behaviour is predictable according to their type, theoretically meaning you can make a plan armed with full knowledge of how every enemy will react. What makes formulating your next move so tactically satisfying is the interplay between the different behaviour types of various enemies and the broad range of skills your gang possesses. It's easy to spend minutes at a time just watching, trying to absorb all the information about the obstacles you're about to tackle. Contemplating the mission before you can feel like attempting some kind of horizontally sprawling Jenga puzzle where you're tasked with removing each piece without any of the other pieces noticing its disappearance. Each map becomes a web of overlapping data, with every enemy guard linked to one or more others by constantly roving sight lines. Enemies patrol each level, a quick right-click on them revealing their vision cones, and it's your job to monitor their routes, noting where their cones intersect with other enemies and attempting to isolate a blind spot where you can slip through undetected. On a mission, much of Desperados 3 is spent in a state of observation, scratching your chin, deep in thought as you ponder your next move. This chat-often funny and wryly observed-serves well as character development, building personal bonds between the gang of five who might otherwise come across as a little one-dimensional. Move McCoy and Isabelle into the same hiding spot, for example, and chances are one of them will comment on the situation, teasing out some finer strands of character detail. They're rescued by writing that doesn't weigh down their conversations between missions with exposition and peppers mid-mission exchanges with a surprising amount of context-sensitive banter that draws out their relationships. It's a pulpy Western revenge narrative at heart and throughout these characters all struggle to escape the shackles of stereotype. Desperados 3 is Cooper's story primarily, but it also weaves in the shorter tales of the four companions he recruits to form his gang: McCoy, the sharpshooting doctor Hector, the grizzled merc Kate, the runaway bride and rancher and Isabelle, the "black magic" practitioner. He's spent his whole adult life on the trail of a man named Frank. So when a plan heads south-as even the most meticulously observed ones are wont to do, usually when one of the gang gets spotted or occasionally a carelessly discarded body is found-it's very much a case of the quick-load and the dead.Ĭooper's out for revenge. You can customise this reminder-tweaking the delay or disabling it entirely-but the fact the default setting is to nudge you every 60 seconds ought to stress the importance of quick-saving.Īrchetypal gunslinger John Cooper and his friends are rather fragile, even on the normal difficulty setting, while the cadres of thugs, gunwomen and assorted rifle-toting outlaws they find themselves up against are very much of the "shoot first, ask questions later" mindset. It's hammered home by regular pop-up notifications informing you of the time since you last quick-saved. Desperados 3 is built around that loop, an aspect reinforced by a tutorial which instructs you on how to quick-save and quick-load before it tells you how to deal with an enemy. Stealth games can often degenerate into a loop of quick-saving and quick-loading. By encouraging experimentation at every turn, Desperados 3 proves a stealth tactics game where invention thrives. It's a rapidfire process of forming an hypothesis, testing it and tossing it aside. In Desperados 3, however, it unfolds in masterful fashion, providing ample scope for you to dream up a multitude of creative plans alongside the ability to reset the board in a flash should the plan fail. In less astute hands, it could feel like an exercise in trial and error. Imagine being able to take back every mistake you make, instantly, reliving each moment over and over until it plays out as you hoped. Trusted by thousands of organizations around the globe, our platform is optimized for virtual collaboration in a single screen. The last thing you need is more tabs to manage during a mission-critical meeting. That’s why we built the best board management platform on the market. #4 BoardableĪt Boardable, we know boards. Partner with Govenda to reimagine how boards of directors can provide intentional, strategic leadership for key imperatives in a fast-changing world. 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Experience a board portal that makes decision-making easier with a system of record for directors, executives, and administrators and intuitive data and analytics on any device, in any place, at any time. The OnBoard board intelligence platform transforms complicated processes so boards can focus on what matters: Realizing their vision for the organization. Reviews: ★★★★ (4.7) HQ: Indianapolis, USA Founded: 2003īoard meetings should be informed, effective, and uncomplicated. Here is a list of the top six board management software vendors to Diligent Boards and BoardVantage that have both modern products as well as robust organizations that can support delivery and ongoing support. What Are the Options for Board Management Products in the Market?Īlthough the two legacy incumbent Diligent Boards and Nasdaq BoardVantage have the majority market share due to their age, their software is dated and many legal teams are looking for more modern alternatives that provide improved user experiences. Effective board management software should replace email and loose files with a centralized source of truth for all board information to streamline processes, avoid oversights, and ensure best governance practices. Board management software are technology solutions to help organize board packages, board discussions and communications, agendas, approvals, scheduling, voting, attendance, recording minutes, and other related functions. attachment.RegionOffsetX = * (0.5f - Mathf.InverseLerp(,, 0)) / sprite.pixelsPerUnit do some math and assign UVs and sizesĪttachment.SetUVs(texRect.xMin, texRect.yMax, texRect.xMax, texRect.yMin, rotated) This hack feels so dirty, but I may stick with it. On the attachment, I also flipped the width and the height, and it now seems to be working. I added the 'rotated = true' again, so the UVs are rotated. Hopefully without rotating all of my sprite assets. So I have to figure out how to deal with this rotation better. This means it is placing an upright UV onto a rotated mesh, resulting in the stretching. When rotating does happen, the mesh itself is not rotated, only the UVs. Now, the sprite is rotated 90 degrees again, but the scaling looks to be correct. I disabled the 'rotate' flag I have been using in SpriteAttacher. (Edit: Found it under 'Advanced' texture type, but still doesn't fix it.)Īlso, do you have excess alpha pixels around your sprite? I figured this setting only helped in that case. The only way I could see to change it was via an asset post processor during import, so I think it actually changed. Thanks for the suggestion, but I did try that. Creating my own attachments, whether through atlas regions or unity sprites, just isn't working. The only way it seems to work is if I use attachments that are built into the skeleton data. But I still see the squished sprite, and the scaling seems wrong. I rotated the UVs on the attachment, so that's fine. The Atlas Region Attacher shows the sprite rotated when I swap to the second attachment. All transforms are zero, except the bones rotation to make it go upwards at 90 degrees. A single slot is on the bone, with 2 attachments under it. A single bone, stretching from the origin up. I am also seeing this scaling issue with the Atlas Region Attacher. I'm a bit nervous that I won't be able to find a workaround for this one. My sprite doesn't have alpha around it, so I guess it doesn't really apply. Well, I took a stab at the sizing issue using the method proposed in the "Bug in SpriteAttachmentLoader" post, but no luck. I saw the Attaching Unity Sprites to Skeletons thread yesterday and will scan it again, but the Bug thread looks particularly helpful. To be clear though, the sprite atlas packed by Unity did not rotate my sprite.Īwesome, thanks for the link. I wonder if my bone has to be the exact size of the image.Įither way, I'm not sure that I'm on the right track. To keep it in roughly the same position, I had to set the pivot of my sprite to 'Left', which is certainly not what I'd expect. I'm not sure if that is a result of my hack, or if I just need to solve my own pivot issues. This change made the sprite properly rotated, but the pivot point is pretty funky. The 'TODO' is not mine, and seems pretty relevant. rotated = sprite.packingRotation = SpritePackingRotation.Any < I have tried disabling rotation in the texture atlas, checking the sprite packingRotation (which is None), all sorts of stuff, but it is still rotated 90 degrees to the left when I attach it.Įdit: I changed the following in SpriteAttacher.cs, just to see what would happen: //TODO: make sure this rotation thing actually works Whenever I attach a Unity sprite, using AttachUnitySprite directly or with the SpriterAttacher component, my sprite ends up rotated. sandemo on Blender 3.1+ True-Assets v4.I am using Unity 5.1.francoT on UnrealEngine 5.1 FluidNinja Live v1.8.51.3 Crack 2023 Download.
Then add ?ModName=MW to your server launcher options after the map name.Ĭurrently the mod only supports TO, TD, and FFA. "chivalrymedievalwarfare\UDKGame\CookedSDK\_CMWSDKFiles" folder. It should redownload the mod now without any issues and load you in.ĭownload the mod and add it to the servers Next, delete your CookedSDK folder, then try to rejoin one of the servers. Thanks to Simrai for the servers you can check them out at įreezing/crashing when joining the server? Most likely old outdated mods are causing this issue.Ĭ:\Program Files (x86)\Steam\steamapps\common\chivalrymedievalwarfare\UDKGame\ Search for Mana Warfare in the server browser to find a server or join via console: open ip Half swording is done by pressing the 1 key when using one of the sword vanguard weapons. You can charge up a spell by holding the button down to make it stronger, but watch out if you hold it too long because it will start to drain your mana. Each combination of magical weapon and element has 2 spells a regular one done by slashing and another by alternative slash. You can find the magical weapon under the archer main weapon selection then choose one of the 5 elements in the ammunition selection. Man-At-Arms has been given another sword which is slightly longer and slower than the broadsword. It also adds the ability to hand and half sword with any of the vanguard swords. Each weapon has access to 5 different elements (Void, Fire, Water, Electric, Earth). The mod adds a total of 20 spells with 2 magical weapons wand The Moon complicates things, partly because it’s so far away - but also because time literally works differently there. And that works pretty well aboard the ISS, which orbits 250 miles above Earth’s surface. Crews on the International Space Station run on UTC, or Coordinated Universal Time, also called Greenwich Mean Time. What Times Is It in Space? Who Knows!Īt the moment, most space missions operate based on the time zone of their home country, or they use something called “mission elapsed time,” which is a 24-hour schedule based on when the spacecraft launched. But in some ways, it’s really just a logical extension of the invention of time zones back in 1883 - nothing new under the Sun (or on the Moon). That’s why NASA, the European Space Agency, and other organizations from around the world are now actively working on establishing an official time zone for the Moon. Thanks to space travel, we now have to reckon with timekeeping on other worlds whose rotation doesn’t match Earth’s. Bureau of Transportation Statistics, the agency that’s now responsible for managing Daylight Savings Time.ġ40 years later, here we are again: a new way of traveling is forcing humanity to figure out how to standardize timekeeping. The major railroad companies as a result began to operate on a coordinated system of four time zones starting in 1883,” writes the U.S. “Due to this lack of time standardization, schedules on the same tracks often could not be coordinated, resulting in collisions. But once trains started zipping people from place to place in a matter of hours, things got more confusing. When it took days on horseback to get from one place to the next, that didn’t cause much of a problem. Those time zones were developed in 1883 in response to a new type of travel: trains.īefore 1883, most cities and towns ran on their own local time, which could vary by a few minutes from one city to the next. We have 24 time zones here on Earth, dividing our planet into roughly 15-degree slices, which line up (again, very roughly) with how far our planet rotates in an hour. Here’s a look at how Lunar Standard Time might work and why it matters what time it is on the Moon. Daylight Savings Time is upon us, but at least we’re not dealing with it on the Moon.Īgencies announced last week that they were working on giving the Moon its own time zone, and have been since November 2022, but that’s going to mean reckoning with politics, technology, and the physics of time itself. The first section of the Ice Caves is mostly standard world generation, with the exception of the Moai Head, where the player can meet the Eggplant Child by leaving the Eggplant on the purple altar beside it. Opening The Moai using an Eggplant to get to the Eggplant Child. The Mothership may be visited as well, where the player can secure a powerful Plasma Cannon. When the spelunker enters the area, they will complete a small section of a standard level before going into the background, which resembles a wet fur level from Spelunky HD, before returning to the rest of the normal level and finding the level exit. The Ice Caves consists of 3 main sections. They may also be found encased within ice just like Mounts can, requiring the block they are trapped within to be destroyed in order to be freed. Occasionally, Cavemen are seen relaxing beside campfires. The player can meet small penguins as well as fireflies, who emit a loud, harmonica-like sound heard throughout the level. Though the entire world is only a single level and a single room thinner than the average level, the area makes up for it with its massive height of 14 rooms, densely packed with secrets. Many hazards here can lead to the the player's instant death, such as Yetis throwing them into the Abyss or repeatedly into a wall, exploding UFOs, Landmines, and Spring Traps jettisoning the player into a set of ceiling Spikes. The Ice Caves consists of a multitude of disconnected platforms, similar to its previous incarnations. Note that the Wet Fur cave and The Mothership are not visible here, as they are both sub-areas.
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